Wednesday, August 18, 2010

The Rules For A Castle For All Seasons

The Rules For A Castle For All Seasons

Object of A Castle For All Seasons:
The player who has the most victory points in the end deserves the protection of the castle and wins the game.

Contents of A Castle For All Seasons:
A Castle For All Seasons will have a game board, 4 summary cards, 23 building tiles, 28 helpers, 4 victory markers, 83 resource places, 4 card sets, 6 winter cards, 1 starting player marker, 65 game coins and the A Castle For All Seasons official game rules and instructions.

A Castle For All Seasons Board Game Rules:
The official A Castle For All Seasons board game rules and instructions may vary from version to version. Below are a few (if more than one set of rules apply) of the official A Castle For All Seasons game rules. These instructions will best explain the exact rules on how to play A Castle For All Seasons.

Official A Castle For All Seasons Game Rules

The Rules For 5th Avenue

The Rules For 5th Avenue

Object of 5th Avenue:
The player with the most victory points (acquired by the value of each skyscraper) is the winner.

Contents of 5th Avenue:
5th Avenue should include the game board, 60 colored bidding cards, 50 black bidding cards, 72 skyscrapers, 36 business tiles, 4 summary cards, 2 commissioners, 6 commissioner markers, 2 building stop tiles and the 5th Avenue game rules and instructions.

5th Avenue Board Game Rules:
The official 5th Avenue board game rules and instructions may vary from version to version. Below are a few (if more than one set of rules apply) of the official 5th Avenue game rules. These instructions will best explain the exact rules on how to play 5th Avenue.

Official 5th Avenue Game Rules

The Rules For 30 Seconds Rules

The Rules For 30 Seconds Rules

Object of 30 Seconds:
To be the first team to reach the FINISH square. Teams advance by correctly identifying the names that their team-mates are describing. Teams must strive to identify as many names as possible during each turn of 30 seconds – the most being five.

Contents of 30 Seconds:
30 Seconds will have 240 cards (2 400 names), 1 game board, 1 thirty second timer, 1 die, 4 playing tokens and the 30 Seconds game rules and instructions.

30 Seconds Board Game Rules:
The official 30 Seconds board game rules and instructions may vary from version to version. Below are a few (if more than one set of rules apply) of the official 30 Seconds game rules. These instructions will best explain the exact rules on how to play 30 Seconds.

Official 30 Seconds Game Rules

The Rules For Monopoly

The Rules For Monopoly

Object of Monopoly:
By selling, buying, renting, negotiating property, and with a little luck from the dice, your goal is to become the wealthiest player on the board.

Contents of Monopoly:
Your Monopoly board game should consist of the board, 8 Monopoly tokens, 2 dice, 32 houses, 12 hotels, both Chance and Community Chest cards, property or deed cards, Monopoly play money, and the monopoly rules and instruction booklet.

Game Preparation:
A banker needs to be choose (who can still play the game) and will hand out the following denominations of money: 2 - $500 bills, 2 - $100 bills, 2 - $50 bills, 6 - $20 bills, 5 - $10 bills, 5 - $5 bills and 5 - $1 bills. This should be a total of $1500 per player given. All player will select a token and be placed on "GO." Chance and Community Chest Cards are to be placed face down in there allotted locations on the board. The banker will make all financial transactions throughout the game.

Game Play:
The official monopoly board game rules states that starting with the banker, each player takes turns tossing the dice. The highest rolling player begins and game play continues to his left. Rolling doubles results in another turn. Three doubles in a row will take you immediately to Jail. Each time a player passes "GO" he/she receives $200 from the banker.

Rules of buying property are if you land on an unowned space, the player may buy it at the shown price. If you do not want to buy the property, the banker holds an auction and the highest bidder wins. The deed is then given to it's owner. Rent is charged and collected by the owner to anyone who lands on that property as listed per deed. If all deed of the same color are owned, double is charged (with no houses or hotels). If property is mortgaged, no rent is collected nor double rent (if applies) can be charged. Houses can be purchased if a monopoly of same colored properties are owned by the same player. Houses must be built evenly on all 3 or 2 deeds and hotels can be bought after four houses have been built. One hotel takes the place of 4 houses. Deeds give instructions on house and hotel costs. Selling either of which after purchased will only result in half of what was given. Sorry, those are the rules! Unimproved properties may be mortgaged at any time to the bank. Paying mortgaged property back results in a 10% added interest on mortgage price.

When a player lands on a Chance or Community Chest space, the top card is taken, obeyed, and placed at the bottom of the pile. "Get out of Jail" cards can be kept or sold until used. Contrary to many "invented" rules or instructions, Free Parking is only a resting place where no money is awarded.

Jail rules are such that one must be sent there by a card, rolling 3 doubles or by landing on the "Go to Jail" space. Player cannot collect $200 and their turn ends. The Monopoly player has 2 options, roll dice to get out of jail with doubles or pay $50. If three turns go by and player is still in jail, he/she must pay $50 and is released playing the number rolled on the dice. While in jail, one can still buy/sell houses or hotels and collect rent.

When a player fails to be able to pay off debts to the bank or other players, he declares bankruptcy and is out of the game.

The Rules For Clue

The Rules For Clue

Object of Clue Game:
Clue is a board game in which you must be the first to solve the mystery of a murder by correctly identifying who did the murder, where it was done, and how they did it.

Contents of Clue:
The board game Clue comes with the clue game board (including nine rooms), suspect tokens (Col. Mustard – Yellow, Miss Scarlet – Red, Prof. Plum – Purple, Mr. Green – Green, Mrs. White – White, Mrs. Peacock – Blue), six weapon pieces, one die, a 21 pack of cards (six suspect cards, six weapon cards, and nine room cards), a pad of Detective Notes, and the official Clue board game rules and instructions.

Game Preparation:
Shuffle all 21 cards in their corresponding groups (suspect, weapon, and rooms) and randomly pick a card from each group with out showing anybody including you. A total of three cards are then inserted into the envelope marked “Solution Cards” and placed over the spot marked with an “X.” All remaining cards are then shuffled together and mixed. Deal one card clockwise to each player until all cards have been dealt. Some players may have more cards than others and is important to not let anyone see your cards.

To finish setting up the Clue board game, as mentioned in the rules, position all six character playing piece on the starting squares marked with their names. This is done whether you have six players or not. Randomly place each weapon in a different room. The suspect token located closet to each player is the token they will use throughout the game.

Game Play:
Instructions for who starts the game are whoever has Miss Scarlet (red) rolls the die and is the first to move. Clue game play is then continued to the player left of Miss Scarlet.

Players move their suspect token across the yellow squares the amount shown on the die in their roll. You may move your token forwards, backwards, or crosswise all in the same turn. Moving your token diagonally is against the Clue rules. You cannot move your token to a particular space twice in the same turn nor occupy or move through the same square as another player. This rule does not apply to rooms as multiple players and weapons may occupy the same room.

The Clue board game rules state that there are three ways to enter or exit a room: 1) entering through the doorway by moving your token the number shown on the die across the yellow squares, 2) you may use the Secret Passages by jumping corner to corner across the board without using the die, 3) or your token may be placed into a room by another player when suggestions are being made to solve the murder mystery. It is against Clue rules to enter and exit a room during the same turn; entering a room ends your turn. You do not need to throw the exact number on the die to enter a room. Doors or each room do not count as a square.

Once a player enters a room, they are then eligible to make a “suggestion” on who committed the Clue game murder. This is done when the player names a Suspect, a Weapon, and the Room that they are currently in (“I suggest that the crime was committed in the Library, by Prof. Plum with the Rope”). If the named suspect is not currently in the room where the suggestion was made they are brought into the room along with the suggested weapon. Keep in mind that all characters are considered as suspects in the crime and not only those who are being player. Forfeiting or not taking your turn is against the rules; all players must roll the die. After entering a room and making a suggestions, you may not make another suggestions until entering another room or using at least two turns (leaving and then re-entering the same room).

Secret Passages can be used in any corner room on the player’s turn without rolling the die. The player then announces that he has used the secret passage and may make a Suggestion.

After a Suggestion has been made, if possible, players must try to prove the Suggestion to be false. This is done by moving left to the player making the accusation. If that player has one of the cards that were used in the alleged crime, he then secretly shows the player making the suggestion. Clue rules state that only one card is shown to the other player and that it is done secretly with out others seeing which card it is. It is not against the rules, however, to deliberately make a Suggestion naming one or two cards that you hold in your own hand to mislead other players or to narrow your search for one specific suspect, room, or weapon. If the player to the left cannot prove the suggestion wrong, then the next player to the left attempts to prove it wrong. All cards shown prove that that card is not in the envelope and should be noted on your Detective Pad. Once a player has proven the Suggestion wrong, the next payer in the playing order takes their turn. If no one disproves the Suggestion the player then may either pass their turn or make an Accusation.

When an Accusation is made, the player (on their turn) states that an Accusation is being made and states the three cards that he thinks committed the murder. They then carefully look at the cards inside the envelope making sure that no one else sees the cards. Unlike the previously stated rules, a player may make an accusation whether or not their token is in the room they mention. If the 3 cards named are the cards in the envelope, they are placed face up on the Clue board and that player is the winner. If the accusation is wrong, the cards are secretly placed back into the envelope and that player can no longer win nor make any suggestions/accusations. They stay in the game only to prove other’s suggestions wrong with the cards they hold in their hands. Once a player has accused the wrong cards, blocking the doorways to rooms is against the rules and they must be moved into the nearest room. One Accusation per player per game is permitted.

There are no strict Clue rules that explain how the Detective Note Pads should be used but it is suggested that you check off or write the initials of the player who has each specific card.

The Rules For Life

The Rules For Life:

Object of Life Board Game:
To win the board game of Life, players must collect as many Life tiles as possible and try to have the most amount of money at the end of the game.

Contents of Life:
Life game board, 6 plastic car pawns, pink and blue "people" pegs, 3 mountains, bridge, 7 buildings, label sheet, spinner, stack of play money, insurance policies and bank loans, 25 Life tiles, deck of 36 cards, banker's tray, and the official The Game of Life rules and instructions.

Game Preparation:
Shuffle all Life tiles and place them Life-side-up somewhere near the game board as the draw pile. Remove four tiles without looking at them and, keeping them Life-side-up, stack them on Millionaire Estates.

Separate all cards into four decks: Career, Salary, House Deeds, and Stocks and place them near the Life game board along with the Automobile and Homeowner's Insurance Policies, Bank Loans and money. A banker is chosen and $10,000 is given to each player.

Players then choose a color of car, place one person in the vehicle, and then located their car on the starting space.

Before you can begin your first turn, each player must first decide if they will start a career or go to college. By starting college, you will have more salary and career options. This option does take longer and upon deciding the career option, you must take out $40,000 in bank loans before your first spin. Place each car on either the career or college spot on the Life board.

If a career is chosen, chose 1 card from the shuffled deck of career cards at random that does not says "Degree Required." Then do the same with the Salary cards. Place both cards face up in front of you. Those going to college will do the same. Players that have chosen a career will do the same only when they come to the Job Search spot on the board. They then can choose three career and three salary cards and choose the best one. The other cards drawn are then returned the deck.

Keep in mind that player also earn money if others land on your career spaces throughout the board. If you are the accountant and someone has to pay taxes, they will give you the money. All careers have multiple spaces and is a "luck of the spin."

Game Play:
The rule on who begins the game of Life rests on whoever spins the highest number on the wheel and then other player take their turns in a clockwise fashion. Move your car forward the number of spaces you spin each time unless you reach a STOP space. Follow the directions on the space you land on and your turn is over.

As you move your car, you will stop of various colors of spaces. The following rules apply to the color of each space:
Orange Spaces: The majority of spaces are orange and you must follow the directions given on these spaces.
Blue Spaces: These spaces are optional and you can choose if you want to follow their directions.
Green Spaces: These are Pay Day spaces and each play will collect the amount shown on their salary cards.
Red Spaces: Only three of these spaces exist: Job Search, Get Married, and Buy a House. Whenever you reach a red space, stop - even if you have moves left and follow the directions. Then spin and move again.
Spaces that show pictures of Life Tiles are called Life spaces. These are family activities, good deeds or service projects. Whenever a player lands on a Life space, one Life Tile is taken from the discard pile. If the draw pile has run out, take one Life Tile from any opponent. Keep all Life Tiles Life-side-up in front of you; looking at the values on the Life Tiles is against the rules.

Career Spaces are extra opportunities to make some money from other players. If you land on a career space, pay the person with the matching Career Card or if no one has it, pay the bank (if you own it you don't need to do anything). The Police Officer has special rules for his "career space." Any player that spins a 10, or is caught speeding (the Police Officer must notice), pays the Officer $5,000. If no Office is player, no action is required.

When players land on the You're Fired or Mid-Life Crisis, they must trade your Salary and Career Card in for new ones. One of each may be drawn applying the same rules as stated above. Wait to return your previous career and salary until you have drawn new cards. If you land on Night School, you may choose if you want to change your Career and Salary cards. Two cards of each are drawn and if both are not desired, you do not have to take them, and, can remain with the career and salary you currently have.

Payday is the spot where the player collects their salary from the bank.

When a player reaches the Getting Married space, they stop even if they have moves left. One Life Tile is taken and one person peg is added to your car. Then spin and move again. The same rules apply for the Baby Boy, Baby Girl, or Twins spaces.

Buying a House rules are similar to getting married. Stop, even if you have moves left, and draw one House Deed at random from the deck. Pay the bank the price on the deed. If you're short on cash, a loan must be taken out from the bank. Then spin again and move. Homeowner's Insurance can be bought when the house is purchased or during any following turn. Pay the bank the amount shown on the deed for insurance and take one policy from the pile. This allows you to be protected from floods, theft, and tornadoes. Automobile insurance can also be purchased at the beginning of any one of your turns. Pay $10,000 to the bank and take one policy. Accidents, damage, and theft are now protected against.

Throughout the game, players may buy stocks allowing them to collect $10,000 from the bank every time their stock number is spun on the wheel (even if done by the person holding the stock). Buying more than one stock at a time is against the rules with one exception: If you land on the Stock Market Zooms space, take one Stock (at no charge) even if you already own one. Stocks cost $50,000 and you may choose which stock you would like to purchase. A Stock Market Slump will require you to return one stock to the bank.

Bank loans may be taken out at any time during your turn. One bank load is worth $20,000. To payback loans, a $5,000 interest must be paid for each loan received.

Once you reach the end of the Life game board, either by landing directly on it or by passing by, you must do the following:
Pay all outstanding loans
Replace your Career Card, Salary Card and Insurance Policies.
Sell house by following the instructions on the Deed after spinning the wheel one last time. Keep your Stock(s) since you can still collect money from the bank every time your number is spun.
If you think you might have the most money, place your car on Millionaire Estates (any number of players may retire there). Otherwise, place your car on Countryside Acres and wait there until all players have retired. If you have chosen Millionaire Estates, other players can still steal Life Tiles from you if the draw pile runs out. Those that have chosen Countryside Acres receive one more Life Tile and all their Life Tiles are safe from other players taking them.
After all players have retired, all players at Millionaire Estates count their money. The richest player takes the four Life Tiles at Millionaire Estates. The official Life rules mention that in case of a tie for richest player, the tying players split the pile taking 2 tiles each. All players turn their Life Tiles message-side-up and count up the dollar amounts add this total to all the remaining money you have in front of you. The player with the most money wins!

The Rules For: ?

The Rules for was created to house the "rules" for all things! Card games, board games, drinking games, sports of all sorts. If it's to be played and rules are to be layed then this is the place to find them! What rules are you looking for?